Albany, NY (PRWEB) October 27, 2014
Wearable computing has a natural home in the world of gaming. Nintendo’s Wii controller already has motion-sensors and it will not be long before more interactive gear, including clothing, become part of a video-game player’s apparatus. Gaming in the future will be dominated by wearable devices that users can wear from head to foot.
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There will also be head pieces, vests, sleeves, gloves among others. While early virtual reality attempts such as the Nintendo’s Virtual Boy failed to change the gaming world, wearable technologies with augmented reality will. The drivers of growth will be the expansion of the broadband industry, efficient hardware compatibility and the development of wireless gaming. Of course, continuing increase in disposable incomes will be instrumental in propelling growth.
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This research assesses the current state and future outlook of wearable technology in gaming. The report evaluates major players, offerings, and strategies. The report also identifies the opportunities and timing for introduction of gaming into mainstream wearable technology. All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you’re addressing. This needs to be used within three months of purchasing the report.
Augmented reality companies
Wireless device manufacturers
Wireless infrastructure providers
Consumer electronics companies
Wearable technology developers
Embedded computing companies
Regulatory bodies and governments
Wireless service providers of all types
Mobile marketing/commerce companies
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Gain foundation knowledge about wearable tech
Identify major players and offerings in wearable gaming
Identify the advantages of different gaming development platforms
Understand advantages and challenges of different devices in gaming
Learn about important usability and fitness for use issues for wearable gaming
Understand the market dynamics for gaming industry relative to wearable technology
Recognize the difference between general purpose and standalone wearable devices in gaming
Virtual Reality In Gaming Market (By Component – Software, Hardware; By Type Of Gaming Console From Different Manufacturers – Microsoft Xbox, Apple Mac, Sony PlayStation, Personal Computer, Nintendo Wii) – Global Industry Analysis, Size, Share, Growth, Trends And Forecast, 2013 – 2019
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The research report on virtual reality in gaming market provides detailed industry analysis and helps in understanding the driving forces behind the popularity of virtual reality games in the global market. Virtual reality provides a simulated environment created with the help of hardware and software, which the user experiences as a real environment. Virtual reality in gaming refers to the use of sound and graphics technology in games where the user wears devices such as head mounted display (HMD), gloves or glasses as a part of their experience.
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The report includes segmentation of the global virtual reality in gaming market by component, console and geography. Further, it provides current and forecast market size by revenue (USD million) for the aforementioned categories. Cross sectional analysis for geography segments is a part of the scope. Factors influencing and inhibiting the growth of the market have been analyzed in the report. Porter’s five forces analysis offers insights into market competition.
Global Gaming Software Market 2012-2016
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Global Game Software market to grow at a CAGR of 10.04 percent over the period 2012-2016. One of the key factors contributing to this market growth is the innovation in audio-visual devices .The Global Game Software market has also been witnessing the increasing number of hardware platforms. However, the shifting of consumers to alternative gaming platforms could pose a challenge to the growth of this market.
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The Global Game Software Market 2012-2016 has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, and the EMEA and APAC regions; it also covers the Global Game Software market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market. The key vendors dominating this market space are Activision Blizzard Inc., Electronic Arts Inc., Konami Corp., and Take-Two Interactive Software Inc.
Social Gaming Market In The US 2012-2016
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Social Gaming market in the US to grow at a CAGR of 24.06 percent over the period 2012-2016. One of the key factors contributing to this market growth is the growing number of social gaming players. The Social Gaming market in the US has also been witnessing the development of social gaming analytics. However, the growing presence of alternative gaming devices could pose a challenge to the growth of this market.
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The Social Gaming Market in the US 2012-2016, has been prepared based on an in-depth market analysis with inputs from industry experts. The report focuses on the US; it also covers the Social Gaming market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market. The key vendors dominating this market space are Zynga Inc., Midasplayer.com Ltd. (King), wooga GmbH, Social Point S.L., and Electronic Arts Inc. (EA).
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